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Old 08-09-08, 08:05 AM   #1
Digital_Trucker
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Genferret, thanks for, ah, ferreting that out while I was away I've fixed the original link. Don't know where all that other garbage that was in there came from.

If using the games native emblem facility turns out to be feasible, I'll post back here with the results (unless someone else beats me to it:rotfl.
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Old 08-09-08, 08:24 AM   #2
Genferret
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Quote:
Originally Posted by Digital_Trucker
Genferret, thanks for, ah, ferreting that out while I was away I've fixed the original link. Don't know where all that other garbage that was in there came from.

If using the games native emblem facility turns out to be feasible, I'll post back here with the results (unless someone else beats me to it:rotfl.
Just noticed you're the one who made the radio manager mod I love so much. :P I swear 1/2 the time I play SH4 is just to listen to the stations Fred made mods for, and managing all that became a lot easier with your mod.

Quick question. When I open the tower files in PS they're 1024x1024, but the files you linked to (at least the Porpoise ones) are 2048x2048. Is that because when editing them you just like to have them at a higher resolution, or is PS not opening the .dds files at the correct size?

I downloaded the DDS plugin for Photoshop, which I found a link to in an old texturing tutorial thread by CaptainCox.
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Old 08-09-08, 09:00 AM   #3
Digital_Trucker
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Those psd files are that resolution because we use Foo's super high res skins as the base for our killflags. If you're using one of his skins (or any other that's 2048x2048) you should be able to just paste the base skin texture behind the emblem for a high quality skin. You can find his skins at FooFighters Silent Hunter 4 sub skins page.

If you want to use the existing textures, then you could resize the psd file to match the skin size.

I forgot to mention earlier that, when I save to dds, I have PS create mip-maps. I've heard (long ago, in a galaxy far away), that saving without them makes the emblems disappear at distance. I never experienced, it but..........

I also forgot to mention that if you would like a skin that changes from the early war black to the later war grey color, you can combine skins. Take all the ..T01 and ...O01 files from the black skin and the ...T02 and ...O02 files from the weathered or clean skin and the skin will reflect the paint scheme used at a particular point in the war. Just make sure they're in the same places they were in in the original skin.

Thanks for the props on RSM, I'm glad it's doing it's job for you
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Old 08-14-08, 06:36 AM   #4
GOZO
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Thanks all. Now that problem again with having hours before gettin home....

/OB
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Old 09-09-08, 05:18 AM   #5
csengoi
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So how can I place an emblem on my German Uboot?:hmm:
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Old 09-09-08, 10:13 AM   #6
Digital_Trucker
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It would be the exact same concept, but you would use the textures for the Uboats (i.e. NSS_Uboat9D2_Turm_T01.dds in the same texture folder as the American boats. I couldn't tell you exactly where to place them, though, because I don't play Uboats anymore.
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Old 09-09-08, 10:35 AM   #7
simsurfer
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I really Need Help

I have PS3, d/l the dds plug in from NVidia but when I open a conning tower dds file I get this:

Is this correct? Now what? Do I just create a new layer in PS and past a color image of a flag on the tower, resize it and then save it?

How does this work?

Thanks for your help.
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